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The Greenhouse: Difference between revisions

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{{RoomsNav}}{{Locations
{{RoomsNav}}
{{Locations
|title=The Greenhouse
|title=The Greenhouse
|image=99GH.jpg
|image=99GH.jpg
|floors_present=Canon Floors
|floors_present=Canon Floors
* [[Hotel|The Hotel]]
*[[The Hotel]]
Non-Canon Floors
Non-Canon Floors
* [[SUPER HARD MODE!!!]]
*[[SUPER HARD MODE!!!]]
* [[2025 April Fools Event|RANKED MODE]]
*[[2025 April Fools Event|PARTY MODE]]
|rooms_present=
|rooms_present=
*90-99
*90-99
|entities=
|entities=
* [[Rush]]
*[[Rush]]
* [[Eyes]]
*[[Eyes]]
* [[Snare]]
*[[Snare]]
* [[Screech]]
*[[Screech]]
* [[Dupe]]
*[[Dupe]]
* [[Hide]]
*[[Hide]]
* [[Void]]
*[[Void]]
* [[Glitch]]
*[[Glitch]]
* [[Jack]]
*[[Jack]]
* [[Shadow]]
*[[Shadow]]
*[[Sally]] (previous rooms)
* [[Guiding Light]]
* [[Dread]]
*[[Guiding Light]]
*[[Curious Light]] ([[The Outdoors]] entrance)
* [[Ambush]] (previous rooms or Modifiers)
*[[Dread]]
* [[A-90]] ([[Modifiers]])
*[[Ambush]] (previous rooms, modifiers)
* [[Giggle]] (Modifiers)
*[[A-60]] (previous rooms, modifiers)
* [[Gloombats]] (Modifiers)
* [[Blitz]] (Modifers)
*[[A-90]] (modifiers)
*[[A-120]] (previous rooms, modifiers)
* [[Lookman]] (Modifiers)
* [[Haste]] (Modifiers)
*[[Giggle]] (modifiers)
*[[Gloombats]] (modifiers)
* [[Jeff the Killer]] ([[SUPER HARD MODE]])
* [[Banana Peel]] ([[SUPER HARD MODE]])
*[[Blitz]] (previous rooms, modifiers)
*[[Lookman]] (modifiers)
|caption=|hazards=*[[Firedamp]] (Modifiers)
*[[Haste]] (modifiers)
*[[RNIUSHCg==]] (previous rooms)
*[[AR0xMBUSH]] (previous rooms)
*[[SCJVEREECH]] (previous rooms)
*[[Rush Clones]] ([[SUPER HARD MODE!!!]])
*[[Jeff the Killer]] ([[SUPER HARD MODE!!!]], Chat Control and Admin Panel)
*[[DRAKOBLOXXERS]] (Chat Control)
|caption=
|hazards=
*[[Firedamp]] (modifiers)
*Banana Peel ([[SUPER HARD MODE!!!]])
|sound_files=
|sound_files=
*'''Greenhouse/High Voltage Door Opened'''
*'''Greenhouse/High Voltage Door Opened'''
Line 41: Line 53:
*'''Rain'''
*'''Rain'''
[[File:Rain.mp3]]
[[File:Rain.mp3]]
*'''Thunder 1 (Removed)'''
*'''Thunder #1 (Removed)'''
[[File:StrongThunderstorm.mp3]]
[[File:StrongThunderstorm.mp3]]
*'''Thunder 2'''
*'''Thunder #2'''
[[File:Audio-ThunderDistant1.ogg]]
[[File:Audio-ThunderDistant1.ogg]]
*'''Thunder 3'''
*'''Thunder #3'''
[[File:ThunderStrike.ogg]]
[[File:ThunderStrike.ogg]]
*'''Dark Room'''
*'''Dark Room Ambience'''
[[File:Dark Room.wav]]}}
[[File:Dark Room.wav]]
}}
<choose uncached="">
<choose uncached="">
<option>{{Quote|quote="In these rooms, there are no lights that can flicker."|speaker=[[Guiding Light]]}}</option>
<option>{{Quote|quote="In these rooms, there are no lights that can flicker."|speaker=[[Guiding Light]]}}</option>
<option>{{Quote|quote="In the Greenhouse, there are no lights that can flicker. Therefore, you can only rely on sound."|speaker=[[Guiding Light]]}}</option>
<option>{{Quote|quote="In the Greenhouse, there are no lights that can flicker. Therefore, you can only rely on sound."|speaker=[[Guiding Light]]}}</option>
<option>{{Quote|quote="Me and [[Bob]] were in the greenhouse this one time, he stepped on one of those [[Snare|spiky-plant-things]], düd. Scared him so bad... haven't heard a peep out of him since. Speechless!"|speaker=[[El Goblino]]}}</option>
<option>{{Quote|quote=
"Me and [[Bob]] were in the greenhouse this one time, he stepped on one of those [[Snare|spiky-plant-things]], düd. Scared him so bad... haven't heard a peep out of him since. Speechless!"|speaker=[[El Goblino]]}}</option>
</choose>
</choose>
'''The Greenhouse''' is a location in [[The Hotel]], composed of Doors 90-99. In ''The Greenhouse'', [[Rush]] and [[Eyes]] will spawn more frequently. Without [[modifiers]], ''The Greenhouse'' is one of the few locations [[Snare]] can spawn in.
'''The Greenhouse''' is a location in [[The Hotel]], composed of Doors 90-99. In ''The Greenhouse'', [[Rush]] and [[Eyes]] will spawn more frequently and also it is one of the few locations [[Snare]] can spawn in without [[modifiers]]. Due to absence of lights and higher rate of [[List of Entities|entity]] spawns, The Greenhouse is mostly considered the hardest place in [[The Hotel]], along with [[The Electrical Room]].


== {{Icons|Overview}} Overview ==
== {{Icons|Overview}} Overview ==
Line 65: Line 77:


=== Notes ===
=== Notes ===
<!--Many of those note are just trivia, please move them-->
* It is heavily recommended to have a light source since the rooms are always dark, and Snare can appear in these rooms.
* It is heavily recommended to have a light source since the rooms are always dark, and Snare can appear in these rooms.
**A [[flashlight]] or a [[shakelight]] is the most recommended since they can scan player's surroundings further than a [[lighter]].
** A [[flashlight]] or a [[shakelight]] is the most recommended since they can scan player's surroundings further than a [[lighter]].
**As of [[The Mines]] update, the [[candle]], though being a decent light source, no longer possesses the ability to alert players that an entity has spawned, unless the candle is a [[Possessed Candle]].
** As of [[The Mines]] update, the [[candle]], though being a decent light source, no longer possesses the ability to alert players that an entity has spawned, unless the candle is a [[Moonlight Candle]].
**[[Guiding Light]] can also act like a light source. However, it only lights up the doors or the dead players' items.
** [[Guiding Light]] can also act like a light source. However, it only lights up the doors or the dead players' items.
***It's still useful when there's a Snare near the next door.
*** It's still useful when there's a Snare near the next door.
***Eyes can also act like the light source.
*** Eyes can also act like the light source.
*[[Rush]], when spawning, will take 11-15 seconds to rush through any ''Greenhouse'' room and 8 to 10 if I'm Runnin' Here modifier is enabled.
* [[Rush]], when spawning, will take 11-15 seconds to rush through any ''Greenhouse'' room and 8 to 10 if I<nowiki>'m Runnin' Here modifier is enabled, this also applies if you are using 'Rush Around''</nowiki> modifier.
**Given this, the player(s) need to pay the most attention around 10 seconds after opening a door.
** Given this, the player(s) need to pay the most attention around 10 seconds after opening a door.
**This wasn't the case before [[2024 Trick Or Treat Event|the Haunt update]], where Rush would take exactly 10 seconds from opening a door to attack. The time window between hearing Rush and it attacking used to be significantly smaller but hiding on the 9th second from opening the door would result in guaranteed success.
** This wasn't the case before [[2024 Trick Or Treat Event|the Haunt update]], where Rush would take exactly 10 seconds from opening a door to attack. The time window between hearing Rush and it attacking used to be significantly smaller but hiding on the 9th second from opening the door would result in guaranteed success.
***Keep in mind that [[Hide]] has been slightly buffed in the aforementioned update and won't let the player hide any longer than 4.5 seconds in ''the Greenhouse.''
*** Keep in mind that [[Hide]] has been slightly buffed in the aforementioned update and won't let the player hide any longer than 4.5 seconds in ''the Greenhouse.''
* Evading Rush by approaching the nearest closet each time a player enters a room while avoiding Snare is advised, as there is no forewarning due to the complete absence of lights.
* Evading Rush by approaching the nearest closet each time a player enters a room while avoiding Snare is advised, as there is no forewarning due to the complete absence of lights.
**If a player is caught by [[Snare]], the use of a [[crucifix]] may grant an evasion from Rush, though players cannot hold it while trapped, and it is not automatically equipped.
** If a player is caught by [[Snare]], the use of a [[crucifix]] may grant an evasion from Rush, though players cannot hold it while trapped, and it is not automatically equipped.
**The player can use [[vitamins]] to reach a hiding spot quicker to avoid [[Rush]] in ''The Greenhouse'', however, they should be used accordingly as [[Snare]] could still trap the player.
** The player can use [[vitamins]] to reach a hiding spot quicker to avoid [[Rush]] in ''The Greenhouse'', however, they should be used accordingly as [[Snare]] could still trap the player.
*''The Greenhouse'' will always connect to [[The Courtyard]], which serves as the entrance to the location.
* ''The Greenhouse'' will always connect to [[The Courtyard]], which serves as the entrance to the location.
*No [[items]] of any type can spawn in ''The Greenhouse'', as there are no tables or [[containers]].
* No [[items]] of any type can spawn in ''The Greenhouse'', as there are no tables or [[containers]].
**This means that there are no locked doors since [[Room Key|keys]] cannot spawn on the floor as of the Hotel+ update.
** This means that there are no locked doors since [[Room Key|keys]] cannot spawn on the floor as of the Hotel+ update.
**Keys could still spawn on the floor in front of the door with "Locked and Loaded" or "Key Key Key Key" modifiers.
** Keys could still spawn on the floor in front of the door with "Locked and Loaded" or "Key Key Key Key" modifiers.
***This is no longer the case.
*** This is no longer the case.
***There was a bug prior to the [[The Mines|Mines]] update where the key would spawn in [[Snare]].
*** There was a bug prior to the [[The Mines|Mines]] update where the key would spawn in [[Snare]].
* Despite being one of the hardest sections of the Hotel, ''the Greenhouse currently'' only has two layouts. One is the standard square room and the plus shaped rooms. There has been another room, the L Shape Room, but that was replaced with the plus shaped rooms with [[The Mines]] update.
* Despite being one of the hardest sections of the Hotel, ''the Greenhouse currently'' only has two layouts. One is the standard square room and the plus shaped rooms. There has been another room, the L Shaped Room, but that was replaced with the plus shaped rooms with [[The Mines]] update.
*The best strategy for evading Rush is to quickly go to a closet once the player enters the room. They must pause next to the closet; if they hear Rush, get in, and once it is safe after waiting long enough, they may proceed to the next room. If [[Rush]] spawns in a second time, they must repeat the process, and if not, go to the next room. The player may need to hold a light source to ward off Screech during the process.
* The best strategy for avoiding Rush is to quickly go to a closet once the player enters the room. They must pause next to the closet; if they hear Rush, get in, and once it is safe after waiting long enough, they may proceed to the next room. If [[Rush]] spawns in a second time, they must repeat the process, and if not, go to the next room. The player may need to hold a light source to ward off Screech during the process.
** Rush in The Greenhouse can spawn since door 91 and until door 98 in the current build of the game.
**Rush will usually not spawn 2 doors in a row. This, combined with the approximately 10 second delay before Rush comes, means that players only need to pause in every other room, as there is enough time to travel an entire room even in the case of a double Rush.
**Rush will never spawn on doors 98 or 99 and almost never spawns on door 90 or 97.
** Rush can spawn between 2 to 4 times in The Greenhouse in the current build of the game, with an average of 3 times.
** Rush is only able to spawn again each 2 opened doors by the player from the room where Rush's last spawn has occurred as the oftenest spawn rate. (Example: Rush last spawn was on door 93, so its next spawn would be on door 95 in the worst scenario).
*It is usually recommended to enter ''The Greenhouse'' with low graphics (usually best is 1 graphic quality) due to lightning lasting longer than on high graphics. This trick may also help with avoiding [[Snare|Snare.]]
* It is usually recommended to enter ''The Greenhouse'' with low graphics (usually best is 1 graphic quality) due to lightning lasting longer than on high graphics. This trick may also help with avoiding [[Snare|Snare.]] You can also use the tiny amount of dim light you give off while looking down to also check for Snare.
*Stick to the walls, as it will be harder to get caught by Snare, and there is often easy access to closets in the case players get caught off guard by [[Rush]].
* Stick to the walls, as it will be harder to get caught by Snare, and there is often easy access to closets in the case players get caught off guard by [[Rush]].
*One effective strategy is to utilize both the flashlight and the candle; the flashlight can be used when next to a closet, to scan the area for snares and other closets, and the candle can be used when players are traversing ''The Greenhouse'' and moving between closets. With proper usage, it becomes easy to spot closets and make short trips to each one, and players are given a small safety net when their attention is not focused on a closet.
* One effective strategy is to utilize both the flashlight and the candle; the flashlight can be used when next to a closet, to scan the area for snares and other closets, and the candle can be used when players are traversing ''The Greenhouse'' and moving between closets. With proper usage, it becomes easy to spot closets and make short trips to each one, and players are given a small safety net when their attention is not focused on a closet.
**Note that the Candle no longer has this functionality as of The Mines update; in order to detect entities, it must be transformed into a [[Moonlight Candle|Posessed Candle]] in a [[Rift]] first.
** Note that the Candle no longer has this functionality as of The Mines update; in order to detect entities, it must be transformed into a [[Moonlight Candle]] in a [[Rift]] first.
**Screech can set off false alarms for the candle, and in the worst-case scenario, Screech will spawn in alongside Rush while players are in the middle of two closets. With careful play, Screech can be dealt with, and the candle will stay unlit, tipping off a player that Rush/another Screech is coming.
**A crucifix can be used instead of a candle, but it will only save players once, unlike the candle, which can be used every time a player is on the move (provided it has enough durability).
** Screech can set off false alarms for the candle, and in the worst-case scenario, Screech will spawn in alongside Rush while players are in the middle of two closets. With careful play, Screech can be dealt with, and the candle will stay unlit, tipping off a player that Rush/another Screech is coming.
** A crucifix can be used instead of a candle, but it will only save players once, unlike the candle, which can be used every time a player is on the move (provided it has enough durability).
**Note that the candle doesn't work when Eyes is present; when this happens, it's safer to stay next to a closet and listen for [[Rush]], compared to the danger of getting caught when walking from closet to closet.
** Note that the candle doesn't work when Eyes is present; when this happens, it's safer to stay next to a closet and listen for [[Rush]], compared to the danger of getting caught when walking from closet to closet.
*The doors in the greenhouse can be seen through so the player can see the next room through the other side of the door which can be used to avoid Dupe, since Dupe doors in the greenhouse appear to have nothing on the other side.
*Unlike normal doors, [[Rush]] will not open any of the doors in the greenhouse. However, it will still move towards the correct door.
* The doors in the greenhouse can be seen through so the player can see the next room through the other side of the door which can be used to avoid Dupe, since Dupe doors in the greenhouse appear to have nothing on the other side.
* Unlike normal doors, [[Rush]] will not open any of the doors in the greenhouse. However, it will still move towards the correct door.
**This specific behavior is only shared by [https://doors-game.fandom.com/wiki/Hotel?so=search#Locked_Rooms locked rooms].
** This specific behavior is only shared by [https://doors-game.fandom.com/wiki/Hotel?so=search#Locked_Rooms locked rooms].
*[[Dread]] will spawn in much earlier.
* [[Dread]] will spawn in much earlier.


=== Super Hard Mode Modifications ===
=== Super Hard Mode ===
*Some ''Greenhouse'' rooms have less closets than normal, some may have no closets at all.
* Some ''Greenhouse'' rooms have less closets than normal, some may have no closets at all.
*The room layouts and garden beds have been rearranged.
* The room layouts and garden beds have been rearranged.
*[[Jeff the Killer]] is almost guaranteed to spawn at least once in ''the Greenhouse'' section, usually at Door 90.
* [[Jeff the Killer]] is almost guaranteed to spawn at least once in ''the Greenhouse'' section, usually at Door 90.
*There are two special rooms with a very rare chance of appearing at least once in ''the Greenhouse''.
* There are two special rooms with a very rare chance of appearing at least once in ''the Greenhouse''.
** There is a maze room where players must go through in order to enter the next room. [[Eyes]] can still spawn in the maze room.
** There is a maze room where players must go through in order to enter the next room. [[Eyes]] can still spawn in the maze room.
**There is a room with a chair and a floating sign saying, "take a seat."
** There is a room with a chair and a floating sign saying, "take a seat."
**Both of these rooms have an exit door that is made of very low and poor quality.
** Both of these rooms have an exit door that is made of very low and poor quality.
** [[Rush]] and it's variants could spawn in the next room it opens, due to the higher rate of spawning. Due to this, players may still have to stay cautious.

** Rush and it's variants can spawn between 1 to 5 times. with an average of 3 times.
=== Retro Mode Modifications ===
** Snare safe spot still working on this mode.


=== Retro Mode ===
* ''The Greenhouse'' was featured in [[2024 April Fools Event|Retro Mode]], showcasing the structure of normal rooms that appear, although, the carpeted floors have been removed and the furniture is bare, like the tool cupboards and empty benches, resembling some aspects.
* ''The Greenhouse'' was featured in [[2024 April Fools Event|Retro Mode]], showcasing the structure of normal rooms that appear, although, the carpeted floors have been removed and the furniture is bare, like the tool cupboards and empty benches, resembling some aspects.
** This may have been unintentional by the Devs.
**This may have been unintentional by the Devs.


== {{Icons|Bugs}} Bugs ==
== {{Icons|Bugs}} Bugs ==

* Before the Backdoor Update, there was a bug where Door 90 will be a normal hotel room, and ''the Greenhouse'' starts at Door 91.
* Before the Backdoor Update, there was a bug where Door 90 will be a normal hotel room, and ''the Greenhouse'' starts at Door 91.
*During the release of the [[Update Logs|Hotel+ update]], a bug was commonly present where the Courtyard would not spawn, which is the entrance to ''the Greenhouse''. This would lead to a softlock, which was fixed shortly after.
* During the release of the [[Update Logs|Hotel+ update]], a bug was commonly present where the Courtyard would not spawn, which is the entrance to ''the Greenhouse''. This would lead to a softlock, which was fixed shortly after.
*There was a rare glitch where [[Halt]] would spawn in ''the Greenhouse,'' however, this bug has been fixed.
* There was a rare glitch where [[Halt]] would spawn in ''the Greenhouse,'' however, this bug has been fixed.
**The room, however, wouldn't be Halt's hallway; instead, players have to avoid Halt in a ''Greenhouse'' room until the next door is open. This room bug also had a high chance to spawn whenever encountering Halt, but in ''the Greenhouse'', the rooms have been set to be ''Greenhouse'' rooms.
** The room, however, wouldn't be Halt's hallway; instead, players have to avoid Halt in a ''Greenhouse'' room until the next door is open. This room bug also had a high chance to spawn whenever encountering Halt, but in ''the Greenhouse'', the rooms have been set to be ''Greenhouse'' rooms. This was patched shortly after the Hotel+ update released.
***Rush and Eyes could spawn along Halt's presence, which can be lethal.
*** Rush and Eyes could spawn along Halt's presence, which can be lethal.
*There was a rare chance that one or more ''Greenhouse'' rooms would load before entering the Courtyard, around Room 88. This has since been patched.
* There was a rare chance that one or more ''Greenhouse'' rooms would load before entering the Courtyard, around Room 88. This has since been patched.


== {{Icons|Trivia}} Trivia ==
== {{Icons|Trivia}} Trivia ==
* After [[The Mines Update]], the ''Greenhouse'' has been made slightly easier due to the removal of the ambience. Before [[The Mines|The Mines Update]], the ''Greenhouse'' had spooky ambience that played only in the ''Greenhouse'', this made it slightly harder to hear [[Rush]] and also kept [[players]] nervous due to the ambience being pretty scary. Not only that, but [[Rush]] has been made significantly louder in ''The Greenhouse'' and the noise from the [[Sally|rain]] has been made slightly quieter.

* ''The Greenhouse'' will always start at Door 90 and end at Door 99, with [[The Courtyard]] beforehand at Door 89.
* After [[The Mines|The Mines Update]], the ''Greenhouse'' has been made slightly easier due to the removal of the ambience. Before [[The Mines|The Mines Update]], the ''Greenhouse'' had spooky ambience that played only in the ''Greenhouse'', this made it slightly harder to hear [[Rush]] and also kept [[players]] nervous due to the ambience being pretty scary. Not only that, but [[Rush]] has been made significantly louder in ''The Greenhouse'' and the noise from the [[Sally|rain]] has been made slightly quieter.
** However, before the Backdoor Update, in rare cases, one or two ''Greenhouse'' rooms could spawn before entering the Courtyard. They would mostly appear at Door 89, forcing the Courtyard to spawn in a later door, appearing in between the rooms.Technically, two instances of Rush can be present for a brief moment, though can't be seen together, as one is about to despawn after reaching the door while the latter only just spawned, though this will not most likely be the case if the next Rush spawns late.

*''The Greenhouse'' will always start at Door 90 and end at Door 99, with [[The Courtyard]] beforehand at Door 89.
** However, before the Backdoor Update, in rare cases, one or two ''Greenhouse'' rooms could spawn before entering the Courtyard. They would mostly appear at Door 89, forcing the Courtyard to spawn in a later door, appearing in between the rooms.
* [[Rush]] could spawn in the next room it opens, due to the higher rate of spawning. Due to this, players may still have to stay cautious.
** Technically, two instances of Rush can be present for a brief moment, though can't be seen together, as one is about to despawn after reaching the door while the latter only just spawned, though this will not most likely be the case if the next Rush spawns late.
** This is very similar to Rush spawning in the old [[Removed Content#Vent%20Rooms|vent rooms]], as it would rebound, doing its "second attack", like what it does in ''The Greenhouse''. However, vent rooms were removed in the Hotel+ update.
** This is very similar to Rush spawning in the old [[Removed Content#Vent%20Rooms|vent rooms]], as it would rebound, doing its "second attack", like what it does in ''The Greenhouse''. However, vent rooms were removed in the Hotel+ update.
** This has been fixed as of the [[Mines]] update, as Rush no longer opens the ''Greenhouse'' doors.
** This has been fixed as of the [[Mines]] update, as Rush no longer opens the ''Greenhouse'' doors.
* When asked what the vine-covered doors were doing in Room 99, [[Ghostly Wowzers]] said it would be answered in the following update, which is presumably the same update to [[The Mines]] and the Courtyard.<ref>[https://doors-game.fandom.com/wiki/Message_Wall:WowzersItsMe?threadId=4400000000000119886#4400000000000503813 Q: "What is this doing here" A: "Will be answered in the following update :^)"]</ref>
* When asked what the vine-covered doors were doing in Room 99, [[Ghostly Wowzers]] said it would be answered in the following update, which is presumably the same update to [[The Mines]] and the Courtyard.<ref>[https://doors-game.fandom.com/wiki/Message_Wall:WowzersItsMe?threadId=4400000000000119886#4400000000000503813 Q: "What is this doing here" A: "Will be answered in the following update :^)"]</ref>
** However, after The Mines update, nothing changed about the vine-covered doors, except they got remodeled, but the player still can't open them by any means.
** However, after The Mines update, nothing changed about the vine-covered doors, except they got remodeled, but the player still can't open them by any means.
*The [[Shears]] were originally going to be used in ''The Greenhouse'' to cut vine-covered [[Containers#Chest|chests]], but [[RediblesQW|Redibles]] thought this was too similar to a lockpick and it seemed weird for the Shears to only be useful in 10 rooms of the entire game, so they were removed.<ref>[https://twitter.com/RediblesQW/status/1627240651170410497?s=20 "the original plan was for there to be vine-covered chests in the greenhouse that you could open with shears, but it felt like a lockpick 2.0 and also it was weird for shears to only be useful in like 10 rooms out of the entire game so we want to rethink them a little bit"] – RediblesQW, Twitter</ref>
* The [[Shears]] were originally going to be used in ''The Greenhouse'' to cut vine-covered [[Containers#Chest|chests]], but [[RediblesQW|Redibles]] thought this was too similar to a lockpick and it seemed weird for the Shears to only be useful in 10 rooms of the entire game, so they were removed.<ref>[https://twitter.com/RediblesQW/status/1627240651170410497?s=20 "the original plan was for there to be vine-covered chests in the greenhouse that you could open with shears, but it felt like a lockpick 2.0 and also it was weird for shears to only be useful in like 10 rooms out of the entire game so we want to rethink them a little bit"] – RediblesQW, Twitter</ref>
**However, after The Mines update, the Shears have been re added, but vine-covered chests only appear in ''The Mines.''
** However, after The Mines update, the Shears have been re added, but vine-covered chests only appear in ''The Mines.''
*Players won't be able to [[revive]] once the door to the first ''Greenhouse'' room is opened, unless a player uses the [[Admin Panel]].
* Players won't be able to [[revive]] once the door to the first ''Greenhouse'' room is opened, unless a player uses the [[Admin Panel]].
*The closets that spawn in this area are noticeably different from those throughout the Hotel, having a rural design; this is because that all closets after [[The Courtyard]] are replaced with Toolsheds.
* The closets that spawn in this area are noticeably different from those throughout the Hotel, having a rural design; this is because that all closets after [[The Courtyard]] are replaced with tool sheds.
*''The Greenhouse'' is Ghostly Wowzers' favorite location.<ref>[https://doors-game.fandom.com/wiki/Message_Wall:WowzersItsMe?threadId=4400000000000115089#4400000000000465418 Q:"Favorite location in doors " A:"greenhouse]</ref>
* ''The Greenhouse'' is Ghostly Wowzers' favorite location.<ref>[https://doors-game.fandom.com/wiki/Message_Wall:WowzersItsMe?threadId=4400000000000115089#4400000000000465418 Q:"Favorite location in doors " A:"greenhouse]</ref>
* There is a way to avoid [[Screech]] in ''the Greenhouse'', which is going into a [[Hiding|closet]] after hearing its sound cue, despawning the entity. This is a feature added in with the Hotel+ update.
* There is a way to avoid [[Screech]] in ''the Greenhouse'', which is going into a [[Hiding|closet]] after hearing its sound cue, despawning the entity. This is a feature added in with the Hotel+ update.
**This is possibly due to balancing reasons, as to not have Screech spawn in the closet when hiding from Rush.
** This is possibly due to balancing reasons, as to not have Screech spawn in the closet when hiding from Rush.
**Despite this, Screech may spawn when Rush spawned. If players are running to a closet, this may be fatal.
** Despite this, Screech may spawn when Rush spawned. If players are running to a closet, this may be fatal.
*Rush and [[Eyes]] can spawn at the same time, making it harder to hear Rush. The situation can become more lethal if Screech appears.
* Rush and [[Eyes]] can spawn at the same time, making it harder to hear Rush. The situation can become more lethal if Screech appears.
*[[Void]] can teleport players earlier than usual.
* [[Void]] can teleport players earlier than usual, only 3 generated rooms on the map, since door 80.
* The ambience in ''The Greenhouse'' can be found [https://www.roblox.com/library/9114625745/Gods-Wind-Spooky-Eerie-2-SFX here], the in-game version is sped-up to a pitch of around 1.25-1.5.
* The ambience in ''The Greenhouse'' can be found [https://www.roblox.com/library/9114625745/Gods-Wind-Spooky-Eerie-2-SFX here], the in-game version is sped-up to a pitch of around 1.25-1.5.
** Greenhouse ambience was removed after [[The Mines]] update, due to it being botched, it will be likely added back soon.<ref>[https://x.com/LightningSplash/status/1908816187770744849 "actually kinda true i forgot the sounds in the greenhouse kinda got botched, i'll see if i can get them back"] - LightningSplash, Twitter</ref>
** Greenhouse ambience was removed after [[The Mines]] update, due to it being botched, it will be likely added back soon.<ref>[https://x.com/LightningSplash/status/1908816187770744849 "actually kinda true i forgot the sounds in the greenhouse kinda got botched, i'll see if i can get them back"] - LightningSplash, Twitter</ref>
*During the first few weeks of [[2023 April Fools Event|SUPER HARD MODE!!!]], the ''Greenhouse'' had a lot more decoration, examples include massive floor planters, that were either empty or had flowers or a tree in them.
* During the first few weeks of [[2023 April Fools Event|SUPER HARD MODE!!!]], the ''Greenhouse'' had a lot more decoration, examples include massive floor planters, that were either empty or had flowers or a tree in them.
**The reason to this is unknown.
** The reason to this is unknown.
**This has also been added with the update of The Hunt: First Edition/the Backdoor.
** This has also been added with the update of The Hunt: First Edition/the Backdoor.
*It's currently unknown why [[A-60]] and [[A-120]] can't spawn in the Greenhouse if the "Room For More" modifier is activated.
* It's currently unknown why [[A-60]] and [[A-120]] can't spawn in the Greenhouse if the "Room For More" modifier is activated.
**It is possible that this is because the only entities that are able to spawn are Eyes, Snare, and Rush, and A-60/A-120 haven't been added to this list.
** It is possible that this is because the only entities that are able to spawn are Eyes, Snare, and Rush, and A-60/A-120 haven't been added to this list.
*The big door (previously known as the vined covered door) seen at door 99 of the Greenhouse actually has a room inside, the reason why is unknown currently.
* The big door (previously known as the vine covered door) seen at door 90 of the Greenhouse actually has a room inside, the reason why is having access to [[The Outdoors]].
*When crucifying [[Dupe]] its arms model can be seen through the other side of the door due to the aspect of the door
* When crucifying [[Dupe]], its arms model can be seen through the other side of the door due to the aspect of the door.

=== {{Icons|Negative}} Removed Content ===
* After [[The Mines Update]], The Greenhouse no longer has locked rooms when having "Locked and Loaded" or "Key Key Key Key" [[modifiers]].


== {{Icons|Gallery}} Gallery ==
== {{Icons|Gallery}} Gallery ==
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RobloxScreenShot20241020 012243409.png|Ditto, but a plus shaped room.
RobloxScreenShot20241020 012243409.png|Ditto, but a plus shaped room.
Cupboard.webp|A tool cupboard hiding spot in ''The Greenhouse''.
Cupboard.webp|A tool cupboard hiding spot in ''The Greenhouse''.
RobloxScreenShot20241020 012415437.png|A big door seen at Door 99.
RobloxScreenShot20241020 012415437.png|A big door seen at Door 90.
HedgeMaze.png|A hedge maze in the April fools 2023 version of ''The Greenhouse''.
HedgeMaze.png|A hedge maze in the April fools 2023 version of ''The Greenhouse''.
HedgeMazeDitto.png|Ditto.
HedgeMazeDitto.png|Ditto.
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Dupe Crucified In Greenhouse.png|[[Dupe]] being crucified in ''The Greenhouse''.
Dupe Crucified In Greenhouse.png|[[Dupe]] being crucified in ''The Greenhouse''.
Greenhouse Firedamp.png|A [[Firedamp]] leak in ''The Greenhouse'' due to [[Modifiers]].
Greenhouse Firedamp.png|A [[Firedamp]] leak in ''The Greenhouse'' due to [[Modifiers]].
Door did not load all the way in The Greenhouse.png|Ditto, but the door did not load all the way.
</gallery>
</gallery>


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{{Reflist}}
{{Reflist}}
{{Navigation}}
{{Navigation}}

[[Category:Locations]]
[[Category:Locations]]
[[Category:Hotel]]
[[Category:The Hotel]]
[[Category:Locations (The Hotel)]]
[[Category:Locations (The Hotel)]]
[[Category:The Outdoors]]
[[Category:Miscellaneous]]

[[ru:Оранжерея]]
[[ru:Оранжерея]]
[[pt-br:Estufa]]
[[pt-br:Estufa]]
[[fi:Kasvihuone]]
[[fi:Kasvihuone]]
[[Category:Miscellaneous]]

Latest revision as of 10:11, 11 July 2025

<infobox layout="stacked"> <title source="title"><default>The Greenhouse</default><format>The Greenhouse</format></title>

<image source="image"></image> <label>Floors Present</label> <label>Rooms Present</label> <label>Containers</label> <label>Entities</label> <label>Hazards</label> <label>Sound Files</label> </infobox> <choose uncached=""> <option>

"In these rooms, there are no lights that can flicker."
- Guiding Light

</option> <option>

"In the Greenhouse, there are no lights that can flicker. Therefore, you can only rely on sound."
- Guiding Light

</option> <option>

"Me and Bob were in the greenhouse this one time, he stepped on one of those spiky-plant-things, düd. Scared him so bad... haven't heard a peep out of him since. Speechless!"
- El Goblino

</option>

</choose> The Greenhouse is a location in The Hotel, composed of Doors 90-99. In The Greenhouse, Rush and Eyes will spawn more frequently and also it is one of the few locations Snare can spawn in without modifiers. Due to absence of lights and higher rate of entity spawns, The Greenhouse is mostly considered the hardest place in The Hotel, along with The Electrical Room.

Overview Overview[edit | edit source]

The Greenhouse is a vast structure with long passageway halls resembling a dilapidated greenhouse, identified by large windows on the walls and ceiling, overgrown vines, oblong shaped planters, and large floor planters. Crudely made closets are present in each room. All rooms are identical in build, besides the occasional cross-shaped rooms that almost always have Dupe present.

The Greenhouse does not contain any lights. Rush spawns much more frequently here, making the stretch more challenging. Due to the absence of lights, Rush will not have a flicker warning, meaning that sound is the only way to detect its presence. Because of the loud downpours in The Greenhouse, Rush's sound cue is even more difficult to detect.

The Greenhouse contains an entity called Snare, which temporarily stuns players who step on them, and deals 20 damage. However, if the damage dealt would be lethal, the player's health will be put at 2.

Notes[edit | edit source]

  • It is heavily recommended to have a light source since the rooms are always dark, and Snare can appear in these rooms.
    • A flashlight or a shakelight is the most recommended since they can scan player's surroundings further than a lighter.
    • As of The Mines update, the candle, though being a decent light source, no longer possesses the ability to alert players that an entity has spawned, unless the candle is a Moonlight Candle.
    • Guiding Light can also act like a light source. However, it only lights up the doors or the dead players' items.
      • It's still useful when there's a Snare near the next door.
      • Eyes can also act like the light source.
  • Rush, when spawning, will take 11-15 seconds to rush through any Greenhouse room and 8 to 10 if I'm Runnin' Here modifier is enabled, this also applies if you are using 'Rush Around'' modifier.
    • Given this, the player(s) need to pay the most attention around 10 seconds after opening a door.
    • This wasn't the case before the Haunt update, where Rush would take exactly 10 seconds from opening a door to attack. The time window between hearing Rush and it attacking used to be significantly smaller but hiding on the 9th second from opening the door would result in guaranteed success.
      • Keep in mind that Hide has been slightly buffed in the aforementioned update and won't let the player hide any longer than 4.5 seconds in the Greenhouse.
  • Evading Rush by approaching the nearest closet each time a player enters a room while avoiding Snare is advised, as there is no forewarning due to the complete absence of lights.
    • If a player is caught by Snare, the use of a crucifix may grant an evasion from Rush, though players cannot hold it while trapped, and it is not automatically equipped.
    • The player can use vitamins to reach a hiding spot quicker to avoid Rush in The Greenhouse, however, they should be used accordingly as Snare could still trap the player.
  • The Greenhouse will always connect to The Courtyard, which serves as the entrance to the location.
  • No items of any type can spawn in The Greenhouse, as there are no tables or containers.
    • This means that there are no locked doors since keys cannot spawn on the floor as of the Hotel+ update.
    • Keys could still spawn on the floor in front of the door with "Locked and Loaded" or "Key Key Key Key" modifiers.
      • This is no longer the case.
      • There was a bug prior to the Mines update where the key would spawn in Snare.
  • Despite being one of the hardest sections of the Hotel, the Greenhouse currently only has two layouts. One is the standard square room and the plus shaped rooms. There has been another room, the L Shaped Room, but that was replaced with the plus shaped rooms with The Mines update.
  • The best strategy for avoiding Rush is to quickly go to a closet once the player enters the room. They must pause next to the closet; if they hear Rush, get in, and once it is safe after waiting long enough, they may proceed to the next room. If Rush spawns in a second time, they must repeat the process, and if not, go to the next room. The player may need to hold a light source to ward off Screech during the process.
    • Rush in The Greenhouse can spawn since door 91 and until door 98 in the current build of the game.
    • Rush can spawn between 2 to 4 times in The Greenhouse in the current build of the game, with an average of 3 times.
    • Rush is only able to spawn again each 2 opened doors by the player from the room where Rush's last spawn has occurred as the oftenest spawn rate. (Example: Rush last spawn was on door 93, so its next spawn would be on door 95 in the worst scenario).
  • It is usually recommended to enter The Greenhouse with low graphics (usually best is 1 graphic quality) due to lightning lasting longer than on high graphics. This trick may also help with avoiding Snare. You can also use the tiny amount of dim light you give off while looking down to also check for Snare.
  • Stick to the walls, as it will be harder to get caught by Snare, and there is often easy access to closets in the case players get caught off guard by Rush.
  • One effective strategy is to utilize both the flashlight and the candle; the flashlight can be used when next to a closet, to scan the area for snares and other closets, and the candle can be used when players are traversing The Greenhouse and moving between closets. With proper usage, it becomes easy to spot closets and make short trips to each one, and players are given a small safety net when their attention is not focused on a closet.
    • Note that the Candle no longer has this functionality as of The Mines update; in order to detect entities, it must be transformed into a Moonlight Candle in a Rift first.
    • Screech can set off false alarms for the candle, and in the worst-case scenario, Screech will spawn in alongside Rush while players are in the middle of two closets. With careful play, Screech can be dealt with, and the candle will stay unlit, tipping off a player that Rush/another Screech is coming.
    • A crucifix can be used instead of a candle, but it will only save players once, unlike the candle, which can be used every time a player is on the move (provided it has enough durability).
    • Note that the candle doesn't work when Eyes is present; when this happens, it's safer to stay next to a closet and listen for Rush, compared to the danger of getting caught when walking from closet to closet.
  • The doors in the greenhouse can be seen through so the player can see the next room through the other side of the door which can be used to avoid Dupe, since Dupe doors in the greenhouse appear to have nothing on the other side.
  • Unlike normal doors, Rush will not open any of the doors in the greenhouse. However, it will still move towards the correct door.
  • Dread will spawn in much earlier.

Super Hard Mode[edit | edit source]

  • Some Greenhouse rooms have less closets than normal, some may have no closets at all.
  • The room layouts and garden beds have been rearranged.
  • Jeff the Killer is almost guaranteed to spawn at least once in the Greenhouse section, usually at Door 90.
  • There are two special rooms with a very rare chance of appearing at least once in the Greenhouse.
    • There is a maze room where players must go through in order to enter the next room. Eyes can still spawn in the maze room.
    • There is a room with a chair and a floating sign saying, "take a seat."
    • Both of these rooms have an exit door that is made of very low and poor quality.
    • Rush and it's variants could spawn in the next room it opens, due to the higher rate of spawning. Due to this, players may still have to stay cautious.
    • Rush and it's variants can spawn between 1 to 5 times. with an average of 3 times.
    • Snare safe spot still working on this mode.

Retro Mode[edit | edit source]

  • The Greenhouse was featured in Retro Mode, showcasing the structure of normal rooms that appear, although, the carpeted floors have been removed and the furniture is bare, like the tool cupboards and empty benches, resembling some aspects.
    • This may have been unintentional by the Devs.

Bugs Bugs[edit | edit source]

  • Before the Backdoor Update, there was a bug where Door 90 will be a normal hotel room, and the Greenhouse starts at Door 91.
  • During the release of the Hotel+ update, a bug was commonly present where the Courtyard would not spawn, which is the entrance to the Greenhouse. This would lead to a softlock, which was fixed shortly after.
  • There was a rare glitch where Halt would spawn in the Greenhouse, however, this bug has been fixed.
    • The room, however, wouldn't be Halt's hallway; instead, players have to avoid Halt in a Greenhouse room until the next door is open. This room bug also had a high chance to spawn whenever encountering Halt, but in the Greenhouse, the rooms have been set to be Greenhouse rooms. This was patched shortly after the Hotel+ update released.
      • Rush and Eyes could spawn along Halt's presence, which can be lethal.
  • There was a rare chance that one or more Greenhouse rooms would load before entering the Courtyard, around Room 88. This has since been patched.

Trivia Trivia[edit | edit source]

  • After The Mines Update, the Greenhouse has been made slightly easier due to the removal of the ambience. Before The Mines Update, the Greenhouse had spooky ambience that played only in the Greenhouse, this made it slightly harder to hear Rush and also kept players nervous due to the ambience being pretty scary. Not only that, but Rush has been made significantly louder in The Greenhouse and the noise from the rain has been made slightly quieter.
  • The Greenhouse will always start at Door 90 and end at Door 99, with The Courtyard beforehand at Door 89.
    • However, before the Backdoor Update, in rare cases, one or two Greenhouse rooms could spawn before entering the Courtyard. They would mostly appear at Door 89, forcing the Courtyard to spawn in a later door, appearing in between the rooms.Technically, two instances of Rush can be present for a brief moment, though can't be seen together, as one is about to despawn after reaching the door while the latter only just spawned, though this will not most likely be the case if the next Rush spawns late.
    • This is very similar to Rush spawning in the old vent rooms, as it would rebound, doing its "second attack", like what it does in The Greenhouse. However, vent rooms were removed in the Hotel+ update.
    • This has been fixed as of the Mines update, as Rush no longer opens the Greenhouse doors.
  • When asked what the vine-covered doors were doing in Room 99, Ghostly Wowzers said it would be answered in the following update, which is presumably the same update to The Mines and the Courtyard.[1]
    • However, after The Mines update, nothing changed about the vine-covered doors, except they got remodeled, but the player still can't open them by any means.
  • The Shears were originally going to be used in The Greenhouse to cut vine-covered chests, but Redibles thought this was too similar to a lockpick and it seemed weird for the Shears to only be useful in 10 rooms of the entire game, so they were removed.[2]
    • However, after The Mines update, the Shears have been re added, but vine-covered chests only appear in The Mines.
  • Players won't be able to revive once the door to the first Greenhouse room is opened, unless a player uses the Admin Panel.
  • The closets that spawn in this area are noticeably different from those throughout the Hotel, having a rural design; this is because that all closets after The Courtyard are replaced with tool sheds.
  • The Greenhouse is Ghostly Wowzers' favorite location.[3]
  • There is a way to avoid Screech in the Greenhouse, which is going into a closet after hearing its sound cue, despawning the entity. This is a feature added in with the Hotel+ update.
    • This is possibly due to balancing reasons, as to not have Screech spawn in the closet when hiding from Rush.
    • Despite this, Screech may spawn when Rush spawned. If players are running to a closet, this may be fatal.
  • Rush and Eyes can spawn at the same time, making it harder to hear Rush. The situation can become more lethal if Screech appears.
  • Void can teleport players earlier than usual, only 3 generated rooms on the map, since door 80.
  • The ambience in The Greenhouse can be found here, the in-game version is sped-up to a pitch of around 1.25-1.5.
    • Greenhouse ambience was removed after The Mines update, due to it being botched, it will be likely added back soon.[4]
  • During the first few weeks of SUPER HARD MODE!!!, the Greenhouse had a lot more decoration, examples include massive floor planters, that were either empty or had flowers or a tree in them.
    • The reason to this is unknown.
    • This has also been added with the update of The Hunt: First Edition/the Backdoor.
  • It's currently unknown why A-60 and A-120 can't spawn in the Greenhouse if the "Room For More" modifier is activated.
    • It is possible that this is because the only entities that are able to spawn are Eyes, Snare, and Rush, and A-60/A-120 haven't been added to this list.
  • The big door (previously known as the vine covered door) seen at door 90 of the Greenhouse actually has a room inside, the reason why is having access to The Outdoors.
  • When crucifying Dupe, its arms model can be seen through the other side of the door due to the aspect of the door.

Negative Removed Content[edit | edit source]

  • After The Mines Update, The Greenhouse no longer has locked rooms when having "Locked and Loaded" or "Key Key Key Key" modifiers.

Gallery Gallery[edit | edit source]

Gallery References[edit | edit source]

{{#vardefine:columns|1}}

vte
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Overview
The Lobby
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Upcoming
Unknown
Usage Mechanics
Interact
General

Achievement.png Achievements

Error creating thumbnail: File missing
Admin Panel

File:Laddre.png ClimbingDresser.png ContainersFile:Xbox Button X.png ControlsDeathicon.png Death ScreenFile:Speech.png DialogueDoors Info.png DoorsFile:STAIR.png FloorsHEARTBEAT CONTROL MINIGAME.png Heartbeat Control MinigameHIDING.png HidingINTERACTED.png InteractablesIgnite Button.svg ItemsINTERACT.png LootingFile:MODIFIERS.png ModifiersReviveicon.png RevivesFile:RiftIcon.svg RiftFile:LockiconSVG.svg Room MechanicsSeed.png SeedsCURRENCY.png Shops

Player
Player

DAMAGE.png DamageHEALTH.png HealthBetterInventorySVG.svg InventoryFile:Speedboosticonicon.png Movement SpeedFile:StatusEffectNewIcon.png Status Effects

Currency
Currencies
File:KnobBoost.png BoostsCodes.png CodesGold.png Gold
Error creating thumbnail: File missing
KnobsFile:Stardust.png Stardust
Usage
Items

File:Stopi.webp A-90's Stop SignALARMCLOCK.png Alarm ClockHDBandage.png BandagesImages-icon bandagepack.png Bandage PackHDBattery.png BatteriesBatteryPackORIGINAL.png Battery PackBigbombi.webp Big BombBombi.webp BombBreadIcon.webp BreadCandleimage.png CandleFile:PlaceholderUnofficialCandyCornItem.png CandyCheese.png CheeseBreakerSwitch.png Circuit Breaker SwitchesCrucifiximage.png CrucifixElectrical Room Key.png Electrical Room KeyFlashlight backdoor update.png FlashlightFuse icon.png FusesGFRender.png Glitch FragmentGlowstick Icon2.png GlowstickGoldguni.webp Golden BlasterGween Soda.png Gween SodaBoxi.webp Hiding BoxCrucifixApril.webp Holy Hand GrenadeFile:Knockbombi.webp KnockbombFile:LaserPointerIcon.webp Laser PointerLibrary Book.png Library BookIcon lighter2.png LighterIcon lockpick2.png LockpickFile:Mini shield icon real.png Mini Shield PotionFile:MoonlightCandleIcon.webp Moonlight CandleFile:Moonlight Float.png Moonlight FloatFile:Nanai.webp NannerFile:The peel.png Nanner PeelFile:Scanner Icon.png NVCS-3000Puzzle Painting.png Puzzle PaintingFile:Keyimage.png Room KeyIcon Shakelight.png ShakelightFile:ShearsIcon.webp ShearsBig sheild pot.png Shield PotionFile:Skeletonkeyimage.png Skeleton KeyFile:SmoothieTransparent.png SmoothieSolution Paper.png Solution PaperIcon Handheld Flashlight.png SpotlightBottleStarLightNew.png Starlight BottleChug Jug of Starlight Icon.png Starlight JugFile:Star Vial.png Starlight VialAnglehead Icon.png StraplightChair item.png Throwable PropHackers Favorite Items.png Tip JarIcon vitamins.png Vitamins

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